The only thing that I see that I might change (notice I did say might) if I were to run this in my campaign is the DC in the text I just quoted above. It seems a little high, especially with the fact that you must make a separate check for each penalty. I would probably make it DC 18 for all of them together as one check, or maybe tone it down to DC 15 for each penalty. But this would be totally dependent upon the character level and skill of the PC's in my campaign - hence the word, 'might'.

Oh, and I will figure a market cost for the item for you, when I get some time...

Also, I may have to check - since I am not absolutely certain - but I believe there is a similar sword listed in a Planescape accessory that essentially grants the same abilities, only it combines the polar opposites of the planes - LG/CE.

This is a hollow, foot-long tube, made of wood, leather, or metal. It is closed except for a lid on one end fastened with a simple catch. Any single item no larger than a potion vial can be placed inside. Once loaded, the tube need not be opened again, so the item inside is in no danger of falling out accidentally. When activated (by means of a button on the side) the lid opens on its own and the item inside is launched as if by a launch item spell. The spellís range depends on the caster level used.

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Okay, so it was more as a way to get out of making a cost for the item, but really, this is a low-level, generic sort of item, and its cost would vary on the material used and the caster level selected.

Besides, those cost-figuring tables are confusing.

Oh, and how long do you think it might take to load and fire this? I couldn't decide.

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I am a little 'nebulous' when it comes to the rules on loading things in D&D. For this, I would say it would take nothing more than a standard action, but again this is all dependent on what exactly you are loading. So, anything from a partial to standard action, or even one full turn could be appropriate.

You know, when I went through the DMG and the PHB, I noticed something odd -- neither had stats for a blowgun. I wanted to find out the size and weight for this, since it's really just a magical version. I had to fudge it, though.

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Thanks. I've always liked blowguns. I used to have a toy one -- unlike most toy weapons, I could actually hit a target with this thing consistantly. My brother's wife (then his girlfriend) thought I would have a hard time with it, and, at my request, picked out a target. She chose a poster I had on my wall (she was staying in my room -- something I was highly resentful over! ), of the ancient Greek world. I said "okay, the map" (there was a map in the center.) The suction cup actually hit Athens. Off-center, but I could really aim that thing.

::sigh:: I wish I still had that old thing . . . haven't seen it in eight years.

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Dwarven Anvil of BattleCrafted from pure adamantine, this small 20cm anvil is inscribed with the symbol of Clangeddin Silverbeard.

Caster Level: 12thPrerequisites: Craft Wondrous Item, Dwarf, circle of doomMarket Price: 54,321 gp Special:Once every two days as a standard action, the bearer can unleash the magical ability of the anvil by striking it with 'blessed' (dwarven clerics of Clangeddin) mithral hammer of greater value than 100 gp. Only this type of hammer may be used to trigger the effect.

The resultant strike triggers the magical ability of the anvil, which is to release a circle of doom with the anvil as the point of origin. All living and undead creatures with a 20ft radius burst centered on the anvil are dealt 1d8 points of damage +1 point of damage for every level of the bearer (maximum +20). A Fortitude save is required for half damage. If the bearer is also a cleric of Clangeddin, the +1 point of extra damage due to level, increases to +2, and no Fortitude save is allowed.

Also as per the effects of a circle of doom spell, undead creatures caught within the vicinity of the burst are instead healed of wounds, instead of being harmed.

Surfeit EvilThis bone-white powder is the ashen remains of many people's bones who have been killed by negative energy effects.

Caster Level: 8thPrerequisites: Craft Wondrous Item, unholy blight, ghoul touchMarket Price: 1,400 gp/bag Cost to Create: 700 gp + 56 XPSpecial:Approximately one-full handful of this powder produces effects exactly similar to an unholy blight spell. Should the bearer not release the powder in 1d4 rounds, the bearer automatically falls under the same effect as a victim of a ghoul touch attack. The bearer becomes paralysed for 1d4 rounds, and does not receive a Fortitude saving throw to negate the effect. After the 1d4 period has passed, the powder in the bearers hand becomes inactive, and the bearer must again gather more powder for use.

Caster Level: 7thPrerequisites: Craft Wondrous Item, blindness/deafnessMarket Price: 300 gp Cost to Create: 150 gp + 14 XPSpecial:After only one of these cookies has been eaten, and completed swallowed is the victim automatically affected by a blindness/deafness spell. However both effects of the spell occur at the same time, causing the victim to be both blind and deaf. A detect poison or similar enchantment/effect can alert the potential victim to the true nature of these cookies.

Ring of the High Mystran ArchmageThis silver-threaded golden ring looks almost exactly like the fabled and original Ring of the High Mystran Archmage, but it is a sinister copy crafted by the clerics of Shar, to undermine high arcanists and wizards. It is actually gold plated, but is really nothing more than a ring of standard bronze (1 gp).

Caster Level: 16thPrerequisites: Craft Wondrous Item, wishMarket Price: 65,000 gp Special:This ring has been cursed by the clerics of Shar so that its wearer can only cast arcane spells at -4 caster levels (this is with respect to the spell's range, duration, and other effects). It also effect caster level checks to over come spell resistance. The wearer is allowed a Will saving throw (DC30) every two rounds to successfully remove the ring. If the wearer fails three saves in a row over an 8 hour period, then only a successful dispel magic, or other similar spells/effects cast by a Mystran cleric can remove the ring.

A successful Appraise check by the wearer, before placing the ring on his/her finger, can reveal the true nature of the ring, alerting the character to the fact that this is not the actual Ring of the High Mystran Archmage. The character will notice subtle variations between the fabled Ring he has read about, and the ring now in front of him.

The Five Eyed Dagger of TalonaThis is an exquisitely crafted silver dagger with a slightly curved blade at it's tip. The top portion of the dagger's hilt is studded with five purple eye-like gems, each of which hides a concealed compartment.

Caster Level: 10thPrerequisites: Craft Arms and Armor, poisonMarket Price: 20,321 gp Cost to Create: 10,112 gp + 789 XPSpecial:The specially designed hilt of this +2 dagger has five compartments , which each contain a small dose of differing poisons which can be selected by the wielder. The compartments can also be used to hold five doses of one type of poison as well. Each successful hit upon a target can deliver one different poison of the wielder's choosing.

I understand that, but it makes it sound as if the bearer has to strike it, even if he doesn't want to.

I think it would be better to use something like the following:

Once every two days as a standard action, the bearer can strike the Anvil with a hammer to release its magical ability. The bearer must use a mithril hammer with a value of no less than 100 gp, blessed by the dwarven clerics of Clangeddin.

Once struck, the avil releases a circle of doom with the anvil as the point of origin. All living and undead creatures within 20ft of the anvil are dealt 1d8 points of damage, with one extra point of damage for every character level of the bearer (maximum +20). A Fortitude save is required for half damage.

If the bearer is also a cleric of Clangeddin, the +1 point of extra damage due to level increases to +2, and no Fortitude save is allowed.

However, I have to point out something. Since it's a circle of doom, why do undead take damage? It should actually heal them. It's negative energy, after all.

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quote:Once every two days as a standard action, the bearer can strike the Anvil with a hammer to release its magical ability. The bearer must use a mithril hammer with a value of no less than 100 gp, blessed by the dwarven clerics of Clangeddin.

Once struck, the avil releases a circle of doom with the anvil as the point of origin. All living and undead creatures within 20ft of the anvil are dealt 1d8 points of damage, with one extra point of damage for every character level of the bearer (maximum +20). A Fortitude save is required for half damage.

If the bearer is also a cleric of Clangeddin, the +1 point of extra damage due to level increases to +2, and no Fortitude save is allowed.

That's what I was aiming at, although I guess the description was incorrect at the time.

Acutally, now that I remember, there was nothing wrong with using circle of doom. The nature of the items I had created here at the time, were based around dual-results. So yes, the spell would in fact heal any undead within the vicinity of the spell.

Can more than one spellcaster work on an item? More precisely, can another spellcaster "donate" a spell to the process?

I suspect the answer is no, as it would entail problems of its own. I ask because my next sword would require a 5th level mage spell and a 6th level clerical spell. As such, the minimum caster level for a single spellcaster would be 20 -- Clr 11/Wiz 9. There's not much of a problem with that, of course (I can just make sure it compensates for its rarity), but I was curious.

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